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windoom

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6 files

  1. Doom 4 Windows 1.11 installer

    This program is an 'enhancement' to the Doom engine released by id in December of 1997. The major purpose for this version of the Doom engine is to add score keeping to the game. I wanted this because it gives me just one more reason to play Doom, Doom ][, and alot of user wad files over and over again. Trying to beat your own or others scores adds another level of competition to the play of the game.

    The console, CD music routines, and original port to DirectX that this program is built upon are part of WinDoom by Bruce Lewis. He only went so far with WinDoom because he was using it as a stepping stone to his glDoom project. Please visit his website: http://frag.com/doom/.

    10 downloads

       (7 reviews)

    Submitted

  2. Doom 4 Windows 1.11 (source and binary)

    This program is an 'enhancement' to the Doom engine released by id in December of 1997. The major purpose for this version of the Doom engine is to add score keeping to the game. I wanted this because it gives me just one more reason to play Doom, Doom ][, and alot of user wad files over and over again. Trying to beat your own or others scores adds another level of competition to the play of the game.

    The console, CD music routines, and original port to DirectX that this program is built upon are part of WinDoom by Bruce Lewis. He only went so far with WinDoom because he was using it as a stepping stone to his glDoom project. Please visit his website: http://frag.com/doom/.

    3 downloads

       (0 reviews)

    Submitted

  3. WinDoom V0.90 source code

    This is my version (so far) of a Win32 port of the Linux Doom source code released by id Software. I have gotten most of the features of the original program working but it isn't quite ready for primetime. It does odd things occasionally, and sometimes sounds just disappear. Probably because of the sound buffer manager being non-existent.

    6 downloads

       (1 review)

    Submitted

  4. Doom 4 Windows 1.11

    This program is an 'enhancement' to the Doom engine released by id in December of 1997. The major purpose for this version of the Doom engine is to add score keeping to the game. I wanted this because it gives me just one more reason to play Doom, Doom ][, and alot of user wad files over and over again. Trying to beat your own or others scores adds another level of competition to the play of the game.

    The console, CD music routines, and original port to DirectX that this program is built upon are part of WinDoom by Bruce Lewis. He only went so far with WinDoom because he was using it as a stepping stone to his glDoom project. Please visit his website: http://frag.com/doom/.

    6 downloads

       (3 reviews)

    Submitted

  5. WinDoom V0.90

    This is my version (so far) of a Win32 port of the Linux Doom source code released by id Software. I have gotten most of the features of the original program working but it isn't quite ready for primetime. It does odd things occasionally, and sometimes sounds just disappear. Probably because of the sound buffer manager being non-existent.

    8 downloads

       (4 reviews)

    Submitted

  6. WinDoom Front End 1.11 souce code

    1 download

       (0 reviews)

    Submitted

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  • File Reviews

    • By Gato606 · Posted
      Sorry, but can't give more stars to this megawad, it gets really tiresome to start like 6 times the same map with a different door each time and the and the innecesary overstuff of ammo and guns just kill the fun of Doom being about managing your resources.  It can be some kind of fun opening a terminal in GZDoom and setting SV_fastWeapons to 2
    • By Summer Deep · Posted
      Played on UV, continuous, GLBoom+   This is a very absorbing and well put together Episode 2 replacement. The difficulty is cranked up incrementally throughout, and towards the end becomes seriously challenging, though always fair. Map 7 is particularly memorable, with its 500 monsters and a big surprise in the blue key room, as is the hellish descending escalator in Map 9. The final level is absolute mayhem, with 9 Cyberdemons and a supporting cast of 300+ sidekicks, but with a properly worked out strategy it's beatable: you need to make good use of infighting, plus it helps to be on the lookout for a secret area that isn't all that secret....   Not sure that any game ever merits an absolute 5 star rating, which implies that no improvement is possible, but this is certainly approaching 95/100 territory.   Definitely looking forward to checking out ConC.E.R.Ned by the same author.
    • By tempdecal.wad · Posted
      Um lol the TITLEPIC, also this wad lets you shoot crates to lower them and get ammo, and I like how the Minecarts puzzle was recreated using only Pain Elementals, however I have to say this isn't really well done, the puzzles are weird and you're expected to hug, shoot and press walls and some weird "Dormant" monsters, I applaud the effort that went into recreating the layout of the level, could use some 3D Floors and some Slopes though, but the visuals aren't all that great and the puzzles are somewhat different so if you haven't played the original level this will confuse you even more than their Decay counterparts, partly due to lack of hints and the weird and confusing visuals (I keep using the word confusing but there's really no better way to describe it).   1 star for the layout Faithfulness (barely), 1 star for naked Rosenberg.
    • By BaraKornel · Posted
      Fun map, with some decent design. I don't get the last teleport though, where the player can use the teleport to teleport to exactly the same place.
    • By Nine Inch Heels · Posted
      I've never done a review for a rocket jump WAD, so this might turn out somewhat like a ramble. Apologies in advance if it does.   I picked up RJSLOTH while learning the most basic things about rocket jump maps. That said, I really should have waited with this WAD until later, when I'd be more consistent with basically everything this genre entails. For those of you who have never made contact with this genre I'll have a short description in the spoiler below:

          Even map 02, in spite of being dated in the sense that it was made prior to some discoveries in rocket jumping, turned out to be somewhat demanding at first. However, as is the case with many ToD maps, there are consistency checks here that really helped me to get some moves into my muscle memory with brute force. Especially things that require precise timing are something that you either learn to do properly while you play this, or you give up trying. The map also features some "combo-jumps" in places, basically as "highlights" of a given section to round off the package. I'm glad I didn't give up. Beating map 02 felt really good.   As for map 10, which is a brutally tuned up version of map 02: You're looking at something that seems to have been built in a laboratory with a calculator. Each one of the jumps there requires extreme precision, and if you're anything like me, which means you're still looking to become consistent with the techniques for "(relatively) modern rocket jumping", you should only attempt this map during a weekend or so, because it could take you "some" time to nail these trick shots perfectly. I didn't manage to finish this map yet, but from the obstacles I have made it past I can tell that this map, as well as map 06 of this WAD, is aimed at people who can do certain tricks of ZDaemon rocket jumping blindfolded. Being able to build maps like this, so precise and unforgiving without feeling totally unfair is an impressive feat for sure, but for my tastes and current skills it is almost impossible to "digest", also due to the sheer size of map10. I will come back to it eventually though, because I wanna see the end of it.   The only reason I'm not putting down 5 stars here is that these maps are a little bit too repetitive for my liking in places. Obviously that's an easy impression to get when I can't do things very cleanly, which results in repeated attempts, so take this reason with a grain of salt and you'll be fine.
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